Houdini 101: Importing & Setting up FBX Geometry - Part 2

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  • เผยแพร่เมื่อ 8 ก.ย. 2024

ความคิดเห็น • 26

  • @121peppermint
    @121peppermint 7 หลายเดือนก่อน

    I love your tutorials for their clarity and pace. You're always straight to the point and time efficient. Please never stop!

  • @happywasabii
    @happywasabii 2 ปีที่แล้ว +2

    Life saver, thanks!

    • @jbrashfx
      @jbrashfx  2 ปีที่แล้ว

      Glad this helped!

  • @avinashlobo
    @avinashlobo 2 ปีที่แล้ว +4

    I don't mean any disrespect, but this is an extremely inefficient way to handle an FBX inside Houdini. You should look into the name attribute and For Loops and how to use those to automate processing of your geometry. The Labs FBX Archive Import SOP can also do a fair amount of heavy lifting for you.

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      I definitely don't disagree with you! This was probably the worst episode in this series I did by far, as I MYSELF was a beginner in houdini & was largely trying to just help other brand new users with some challenges I faced.
      I've debated removing the series from the channel as I've since found some major holes in my work (obviously) but it does seem to help people with lots of steps so I've left it up :] Maybe time will come to make an updated one soon.

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      Sorry for the late reply & thank you for your feedback!

  • @bharat5194
    @bharat5194 ปีที่แล้ว +2

    Very helpful!

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      I’m glad to help!

  • @lonnyhandwork422
    @lonnyhandwork422 2 ปีที่แล้ว +2

    Great content - thanks! (Just my OCD speaking, but typically it is referred to as a display "flag" as opposed to "tag") Cheers!

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      Haha fair enough (: I appreciate you!

  • @clementlebouc9746
    @clementlebouc9746 2 ปีที่แล้ว +7

    Very useful tips ! However, using the import filmbox FBX method, I don't know why my different object_merge nodes are placing my different pieces in the origin of the world. Do you have any idea why this is happening ?
    > UPDATE : I've changed the transform parameter of all the object_merge nodes to "Into this Object" instead of the default "Into Specified Object" and it seems to work and replace all the pieces in their position back. I think it should be by default...

    • @jbrashfx
      @jbrashfx  2 ปีที่แล้ว

      :O glad you found a solution! I hadn't had that problem up until now.

    • @anonymoushellnah6820
      @anonymoushellnah6820 ปีที่แล้ว

      hey this also fixed the rotation of my object, thank you!

  • @mofs1314
    @mofs1314 5 หลายเดือนก่อน

    Thank you!

  • @limdoha
    @limdoha ปีที่แล้ว

    You solved my issue!

  • @lennart-2747
    @lennart-2747 11 หลายเดือนก่อน +1

    Ok thats cool but how on earth would you render a complex geo with like 60 geo groups. Because each has their own material which cant be imported as like an arnold material so i seem to be limited to mantra, or i have to manually recreate all materials as aornold materials and assign them manually, which is alot of work. Anyone have a better way to approach this?

  • @AaronWilhite
    @AaronWilhite 2 ปีที่แล้ว +2

    Can you do a course on how to actually be creative because I'm struggling.

    • @jbrashfx
      @jbrashfx  2 ปีที่แล้ว

      Why yes of course

  • @stepanshnder1850
    @stepanshnder1850 8 หลายเดือนก่อน

    I'm having problems with the fact that I can't import them into the digital asset for Houdini Engine and UE4. Because when saving hda, only the hda file itself is saved, which is stored separately, and even with object merge it does not have access to objects in file node

  • @mayyassakaji
    @mayyassakaji 2 ปีที่แล้ว +3

    if i have an FBX with hundreds of objects, is there a faster way to do this ?

    • @bekabaratashvili3178
      @bekabaratashvili3178 2 ปีที่แล้ว +5

      In objet merge, use * (/obj/static_mesh_fbx/*) and it is going to select the all objects.
      also change tranform "into specific object" to "into this object"

    • @mayyassakaji
      @mayyassakaji 2 ปีที่แล้ว +1

      @@bekabaratashvili3178 am pretty novice with Houdini, where does the * (/obj/static_mesh_fbx/*) go ?

    • @bekabaratashvili3178
      @bekabaratashvili3178 2 ปีที่แล้ว +1

      @@mayyassakaji I would say for example. it's the address of your fbx subnet. if your subnet name is my_fbx_files, type /obj/my_fbx_files/* and it selects everything in my_fbx_files

    • @alliesargent354
      @alliesargent354 ปีที่แล้ว +1

      @@bekabaratashvili3178 Thank you for adding this, I brought in a mesh with 100+ geo groups and this comment saved the day!

    • @sp_welvet
      @sp_welvet 8 หลายเดือนก่อน

      @@bekabaratashvili3178 Thank you! I was looking for this a while and your comment solved it.